1. Changelog v1.3.6.113408
  2.  
  3. New Content
  4. Unlocking next set of carved wood decorations
  5. Increase maximum Photo Mode tether distance
  6. Settings values in Photo Mode can now be manually edited by interacting with the number, this allows values outside of slider range
  7. Fixed issue where Photo Mode cursor would persist after hiding UI if options panel was visible
  8. Hiding UI while in Photo Mode automatically enables flying movement of camera
  9. Adjustments to FOV in Photo Mode via mouse wheel are now smoothed (with option to change smoothness)
  10. Added ability to switch mouse scroll in Photo Mode to adjust movement speed instead of FOV
  11. Adjusted min/max values of several Photo Mode setting sliders
  12. Adjusted scale and units for Photo Mode DOF settings
  13. Can no longer take a photo while Photo Mode preset name box has keyboard focus
  14. Fixed bug where Photo Mode presets sometimes wouldn't apply when first entering the mode
  15.  
  16. Fixes
  17. Put light items into the light slot by default
  18. Remove custom user descriptions from TagQueries DT which hides the actual queries
  19. Added translation text to radar screens and exotic item tooltips
  20. Hooked up translated text for Storm Incoming! prompt on weather timeline
  21. Update handling of unlock flag presentation for talents and workshop items, to ensure the required talent or DLC flag is shown
  22.  
  23. Future Content
  24. PRO_Story_4: Setup map marker for cache, added offset to spawn location to ensure creature does not spawn within collision unable to move
  25. Setting Progressive Stats for New Creature Types into the AICreatureType table so players can recieve the damage bonus / defence bonus from the bestiary for the New Creatures
  26. Added missing enteries to the Creature types table and split out exisiting variants where it made sence (Komodos, Roats, Bluebacks)
  27. Did a pass over Experience and Skinning Events for all new creatures and added appropriate experience events were nessessary
  28. Added new Tags for the new creatures so they can be classified correctly where needed
  29. Deactivated interactable component on foliage types that are unable to be hand gathered, this prevents them trying to set their interactable elements to none
  30. Updated highlight text on foliage types that require sickle or axe, to ensure they mention that they require a sickle or axe
  31. Added a validation step before interactable rows are updated on FLOD instances, ensuring that if it is unset it will not try to set the row to none
  32. PRO_Story_3: Updated dialogue triggers for scans, added icon to base location objective
  33. Resave quest datatable as final change was missed
  34. PRO_Story_3: Added dialogue data to quest logic
  35. PRO_Story_2: Fix trigger bounds on initial area audio, ensuring it matches player location. Fixed trigger bounds on cave found audio, added worms dialogue
  36. Updated thatch buildable wall, roof and foor with new reduced geometry
  37. Adding Icons for Cold Steel Tools / Weapons / Projectiles
  38. Adding Cold Steel Tools / Weapons / Projectiles and Fur into the game and hooking up to their item instances
  39. Added proper materials to D_BuildingSkins Data Table for Scoria Brick Building pieces
  40. Fixing spelling mistake in stat names for Variant Creatures
  41. Added dioramas for grasslands, lava, and swamp bestiary image generation
  42. Quest search areas compass icon now resembles the search area on the map with a similar image and colour
  43. Adding additional hail layer
  44. cFixing formatting error in Virtual stats which would break the build
  45. added fish 19 variant 2,3,4 sk meshes, materials and textures
  46. Added BLD_Door_Brick and animations
  47. Added BLD_Window_Brick and animations
  48. Adding in Missing Clay Brick Deployables, Icons, Recipes and Item Setup (Window, Door, Railings)
  49. Adding Icons for the Alien Conch & Pottery
  50. Fixing formatting error in Virtual stats which would break the build (again)
  51. Quick pass of resistances on new 2.0.0 creatures
  52. Adding new AIGrowth Setups for new 2.0.0 creatures that did not have unique ones
  53. Switching 'Daisys' Corpse so it is no longer a buffalo
  54. Breakble Rock Nodes can now not be affected by the obsidian, ironwood or coldsteel damaging modifier effects
  55. Adding Fish 15-19 Fish Meshes, Images and Recipes
  56. Reworking PRO_Story1 to include add new Dialogue and make sure the various end conditions where all achieveable
  57. Removing Daisys Saddle Slot
  58. Adding Modifier to players when they are carrying specific resources that are gained when harvesting / skinning / mining when using the Ironwood toolset
  59. Equippable modifiers now have an inventory bypass if required
  60. Added missing sockets to several Brick buildable assets
  61. Further fine tune to obsidian leg and arms armor. Better balance between legs and arms / running vs weapon use etc. Also fine tune and adjustment to the latest hail audio addition
  62. Added SKs, textures, materials for Cold Steel Bolt (SK_BLT_ColdSteel)
  63. Added names for PROM fish
  64. Fixed two typos in mission objectives for PROMstory6
  65. Fixed a typo in the highlightable for the body in FRACTURE mission
  66. Fix LOD settings on various assets
  67. Delete Creature SMs
  68. Add LODs to T019 Shadow Geo meshes
  69. Delete unused experiemtnal T019 merged render meshes
  70. Pass on collision for Prometheus rocks/cliffs/caves/impassables. Setup correct lod levels to generate collision from. Changed multiple cliffs to use complex collision as simple
  71. Small update Cold Steel sickle
  72. Adding blue steel pickaxe and axe layers and additions and balance against other axes. Fixed steel knife throw pointing to spear audio
  73. Update grasslands biome effects, increasing the color and opacity of the fog while reducing the post processing impact, resulting in close objects appearing closer to their original color with minimal impact to the biome's overall palatte
  74. Update prometheus conifer biomes to use grasslands atmosphere
  75. Added text for new meta items
  76. Updating the BLT & ARR physical meshes for cold steel so they now use their correcty collisions while flying through the air
  77. Added NonInteractable interact row, for explicit override to non-interactable
  78. Added highlight text for spiked brambles, to differentiate from non-spiked brambles
  79. Fixed non-spiked brambles setup to ensure they are only harvestable by sickle
  80. ColdSteel Arrow - added BallisticPhysicsAsset
  81. ColdSteel Bolt - added BallisticPhysicsAsset
  82. Updated the grasslands, lava, arctic and cave diorama for the new bestiary screenshots
  83. PRO_Story_6: Fix progress blockers, add map icons, add dialogue to initial quest steps
  84. Adding Cold steel impact event, equip sound and unique whoosh audio
  85. PRO_STORY_2, Moved Caveworm locations to prevent clipping issues, Prometheus
  86. Frozen ore can now be placed into fireplaces, campfires, firepits, ovens, furnaces to defrost and be awared with a random ore
  87. Added new template function for selecting a random element from a TArray
  88. Added text for FRACTURE cave set dressing items
  89. Fixed LOD group and reimported Cliff_13 mesh (GL, TU, SW variants)
  90. Added dev-only option to disable Photo Mode tethering entirely
  91. Add AOE Damage Aura For Sulfur Pools
  92. Added wooly zebra bones skeletal mesh and textures
  93. Add shallow water modifier state which is applied when overlapping water but not swimming. Doesn't currently have any stat effects, requires a design pass. Refactored swimming component a little in order to set this up
  94. Added 3 standard and 3 wall mounted signs for the Rustic Decorative Tier, including DMs
  95. Adding conch deploy audio and event and data table
  96. Updating Fish and Bestiary Images for 2.0.0 to use the UI texture group
  97. Fixed a bug where the basic fishing rod would destroy lures if you selected it in the context menu. Fishing rods now check for an inventory component and only open if the object has one
  98. Fix a bug with weather clog when there is more than on deployable in the affected biome (early return)
  99. Added extra lines for Offender and Shadowed mission dialogue edits
  100. Adding sickle into grass layer for harvesting grass bushes
  101. Fishing, bestiary and atmos data tables updates with bestiary images
  102. Adding fish images for fishing log
  103. Adding creature images for bestiary
  104. Adding creature images for bestiary
  105. Adding creature images for bestiary
  106. Adding creature images for bestiary
  107. Setting up Encrypted Missions that Require the T4 Communicator to Access, adjusting UI on planet to mention that Encrypted Missions must be accessed via a T4 Communicator when attempting to access in other ways
  108. Updating Mission Selection UI to visually distinguish encrypted missions from regular missions and updating general Prometheus Mission Flow
  109. The T4 communicator now requires an active power connection to work
  110. Show active modifers on deployable UI
  111. Adding Bestiary background images
  112. Search Area Compass icon now disappears when within the search area and a same coloured border now appears to signify that you are within the search bounds
  113. Change PM to Bush on aspen seedling master material to fix sickle impact audio parameters
  114. Fixed obsidian rock var 2 incorrectly using the var 1 mesh in its foliage type setup. This was causing the mesh to visibly change when activated
  115. Added missing auto generated LODs to all Aspen Tree chopped pieces, as well as removed RVT's from the trunks as we are no longer using them on trees
  116. Adding fixes for Offender and Shadowed mission dialogue
  117. Spit particles mesh scaling based on projectile speed is now correctly oriented towards current velocity
  118. Tweaked Lava Hunter Spit Attack, is now longer range and rains down from the sky rather than being directly targeted at Player.
  119. Increased size of Lava Hunter Spit projectiles.
  120. Added new SequenceLoop_Scaled BTComposite which allows sequence loop count to be automatically scaled using new scaling system.
  121. Fixed a couple of access none errors in BP_BallisticBehaviour_Base.
  122. Instead of breaking to lay a single egg before attacking again, Lava Hunter now lays several eggs in succession, with the number of eggs scaling with nearby player count
  123. Added physics and overlap influence range adjuster to FLOD Debug Overlay
  124. Added FLOD physics body counters to FLOD Debug Overlay
  125. Added mission lockout time for missions activated from open worlds. This prevents repeating the same mission within the lockout time
  126. Added debug command to dump the mission history to log and screen
  127. Adding first layer of Slug footsteps
  128. Updated grammar in some quest steps for NOMAD mission
  129. Adding swamp slug Idle audio sounds, event and data table entries
  130. Made slight adjustments to some dialogue subtitles in NOMAD mission
  131. Fix DT merge clashes again
  132. Hooks for weather dealing damage to armor or focused player item
  133. Added weather setups and modifiers for all biomes for Prometheus
  134. Adjusted Batdog bones skeletal mesh skinning
  135. Adding in images for feature levels and setting all feature levels on new horizons items, images will now appear on blueprints, items, workshop gear and associated tooltips
  136. Removing old feature level widgets
  137. Adding in Swamp Slug to Swamp Spawn List
  138. Adding Spawn Rules so Snow/Desert Strikers do no spawn more than 2 at a time, and do not spawn close to dropship landing locations
  139. Adding in Gas flyer skeletal mesh and anim assets, also second variation of the material for use in the swamp and grasslands
  140. Updated Batdog bones to correct skeletal mesh
  141. Setting up Wooly Zebra Bones
  142. Adjusting modifier state electroshock so it deals electric damage and not physical
  143. added deer variant bones sk mesh, material and textures
  144. Added outstanding behavior and implementation notes on the creatures for 2.0.0 in D_AiSetup
  145. Added BLD_TrapDoorHatch_Brick and animations
  146. Fixing Prometheus World Data so it is feature locked to NewFrontiers and not Development
  147. Further bias out non flat areas when selecting a player spawn point to prevent landing with door open to vertical cliffs on Prometheus
  148. Fix DT whitespace after merge
  149. Creating new 'Transgenic Tomato' and setting up various seed states
  150. Adding new Mission step for PRO_STORY_1 where prospectors are now given a a crop plot and tomato
  151. Updated STORY_1 Collection quest trigger so the retrival pod and creature can be seen from further away
  152. Updated STORY_1 to fix the tomato praise and reward audio from SMPL3
  153. Fixing STORY_1 Daisy Quest end steps so looting is optional
  154. Fix LODs on various SK meshes
  155. Fix texture settings on new creatures
  156. Updated AI spawn config for Prometheus lava zones to ensure creatures spawn at the correct level
  157. Added Moss VFX to Cypress Trees the first time they get hit
  158. Fix sometimes custom quality label is not translated in graphics setting drop down
  159. First commit for Blueback fur fix, setting up new splines
  160. Fixed bug where suit straps would disappear when equipping obsidian arm armour, all obsidian and heavy obsidian armour pieces now use the correct type
  161. Fixed buildings not propogating fire anymore
  162. Adding slug slow medium and fast loop audio and events, updating all slug vocal sounds to be a little more unique but still fitting in the same sloppy vibe
  163. Updating Weather actions and events to add a sulfur pools event and adding a cosmetic attachment to the sulfur pools aura
  164. Added actors in the persistant map that would reciece the sulfur pools aura when the event triggers
  165. Add an effectiveness variable to WeatherActions modifiers
  166. Setting up new Fish to work on the same skeletons as fish01 and adjusting hook socket locations
  167. WIP Environment VFX
  168. Tweaks to Geyser VFX
  169. Moss VFX for Mangrove Trees getting chopped
  170. Setting up the bones for the Plains Equix in engine
  171. Lava Hunter Fissure Attack Protoype BP and VFXs
  172. Add Texture validation which detects when World/WorldNormals Texture Group is used (defaults that should be changed)
  173. Updated BLD_Railing DM
  174. Added first pass of Swamp Slug behaviour set and animations.
  175. Added new component that can be used to generate a visible SplineMesh path behind owner that fades out over time.
  176. Added new property bUseMeshBoundsAsSelfGoalRadius to IcarusNPCCharacter to allow NPCs to use their mesh bounds when determining if they've reached move target (instead of normal collision cylinder).
  177. Dev-only AI Target Dummy now starts moving automatically when simulating in editor
  178. Second commit for Blueback variants fur clipping issues and carcass settings, still one outstanding bug in the lava variant with wrong material assigning for the bones, fixed on next commit
  179. Lots of additions to the slug audio
  180. Fixed missing materials on DM_BLD_Door_Brick, DM_BLD_Railing_Stairs_Brick, DM_BLD_TrapDoorHatch_Brick, and DM_BLD_Window_Brick
  181. Fixed materials on DM_BLD_Railin_Brick
  182. Adding new Functions to Storms can damage players Armor and Inventory Items if required
  183. Tweaks to Lava Hunter fissure attack and comments
  184. Adding slug sniff, slug shake ear and shake adjustments to animation notifiers
  185. Fix up log output for Talent unlock debugging
  186. Updated WeatherPool to use new AcidFog name
  187. Updated SulfurPoolsReaction weather action to only apply to the biome the weather is active in
  188. Updated Fog to Acid Fog
  189. Updating Names of Redbacks, Arid Strikers and Ashen Drakes to match throughout bestiary, creature type and carcasses
  190. Adding lots of slug attack movement sounds and anim notifs
  191. Updating Chala, Viscid and Arid Blueback names
  192. Update Enzyme Geyser eruption effects to use new mesh-based system
  193. Fixing material override for Chala Bones
  194. Hooking up Bones for the Chala Corpse
  195. Balance adjustments to slug attacks
  196. added Chamois Variant Bones sk mesh, material and textures
  197. Adding Swamp Roat Physics asset as it was referenceing an old ones where the skeletal mesh bones did not match
  198. Fix a UI display issue where modifier effectiveness is not displayed if the modified has no lifetime
  199. Adding Icons for the Scoria Brick Building Tier
  200. Adding slug whoosh attack and big swirl swoosh attack audio and anim cues
  201. The icon editor will now save item icon images with a T_ prefix
  202. Adding Icons for the Scoria Building Tier
  203. Fixed Lava Blueback skeleton material override on skinned state and container empty by setting the override to 0 to retain default material
  204. Disambiguate epic creatures and boss creatures when awarding bestiary points
  205.